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   <TITLE>template<class T> class  osg::TriangleFunctor</TITLE>
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<H2>template&lt;class <!1><A HREF="TexGen.html#DOC.2.127.11.2">T</A>&gt; class  <A HREF="#DOC.DOCU">osg::TriangleFunctor</A></H2></H2><HR>

<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=95>
<param name=classes value="MT,M,MDrawable::PrimitiveFunctor,M,CTriangleFunctor,MTriangleFunctor.html">
<param name=before value="M,M,M">
<param name=after value="Ml_,MD_,M">
<param name=indent value="0,0,1">
<param name=arrowdir value="down">
</APPLET>
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<DL>
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<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.41.1">TriangleFunctor</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual   <B><A HREF="#DOC.2.41.2">~TriangleFunctor</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual   void <B><A HREF="#DOC.2.41.3">setVertexArray</A></B>(unsigned int count, <!1><A HREF="Vec3.html">Vec3</A>* vertices)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual   void <B><A HREF="#DOC.2.41.4">drawArrays</A></B>(GLenum mode, GLint <!1><A HREF="ImpostorSpriteManager.html#DOC.2.61.3">first</A>, GLsizei count)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual   void <B><A HREF="#DOC.2.41.5">drawElements</A></B>(GLenum mode, GLsizei count, GLubyte* indices)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual   void <B><A HREF="#DOC.2.41.6">drawElements</A></B>(GLenum mode, GLsizei count, GLushort* indices)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual   void <B><A HREF="#DOC.2.41.7">drawElements</A></B>(GLenum mode, GLsizei count, GLuint* indices)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   void <B><A HREF="#DOC.2.41.8">begin</A></B>(GLenum mode)
<DD><I>begin(),vertex() & end() are convinience methods for adapting  non vertex array primitives to vertex array based primitives.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   void <B><A HREF="#DOC.2.41.9">vertex</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; vert)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   void <B><A HREF="#DOC.2.41.10">vertex</A></B>(float <!1><A HREF="Viewport.html#DOC.2.140.7">x</A>, float <!1><A HREF="Viewport.html#DOC.2.140.8">y</A>, float <!1><A HREF="Vec4.html#DOC.2.137.15">z</A>)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   void <B><A HREF="#DOC.2.41.11">end</A></B>()
</DL></P>

<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.41.12">_vertexArraySize</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A>* <B><A HREF="#DOC.2.41.13">_vertexArrayPtr</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>GLenum <B><A HREF="#DOC.2.41.14">_modeCache</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>std::vector&lt;<!1><A HREF="Vec3.html">Vec3</A>&gt;  <B><A HREF="#DOC.2.41.15">_vertexCache</A></B>
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<A NAME="DOC.DOCU"></A>
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<H2>Documentation</H2>
<DL>

<A NAME="TriangleFunctor"></A>
<A NAME="DOC.2.41.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TriangleFunctor()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~TriangleFunctor"></A>
<A NAME="DOC.2.41.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual   ~TriangleFunctor()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setVertexArray"></A>
<A NAME="DOC.2.41.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual   void setVertexArray(unsigned int count, <!1><A HREF="Vec3.html">Vec3</A>* vertices)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="drawArrays"></A>
<A NAME="DOC.2.41.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual   void drawArrays(GLenum mode, GLint <!1><A HREF="ImpostorSpriteManager.html#DOC.2.61.3">first</A>, GLsizei count)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="drawElements"></A>
<A NAME="DOC.2.41.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual   void drawElements(GLenum mode, GLsizei count, GLubyte* indices)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="drawElements"></A>
<A NAME="DOC.2.41.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual   void drawElements(GLenum mode, GLsizei count, GLushort* indices)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="drawElements"></A>
<A NAME="DOC.2.41.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual   void drawElements(GLenum mode, GLsizei count, GLuint* indices)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="begin"></A>
<A NAME="DOC.2.41.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   void begin(GLenum mode)</B></TT>
<DD>begin(),vertex() & end() are convinience methods for adapting 
non vertex array primitives to vertex array based primitives.
this is done to simplify the implementation of primtive functor
subclasses - users only need override drawArray and drawElements.
<DL><DT><DD></DL><P>
<A NAME="vertex"></A>
<A NAME="DOC.2.41.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   void vertex(const <!1><A HREF="Vec3.html">Vec3</A>&amp; vert)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="vertex"></A>
<A NAME="DOC.2.41.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   void vertex(float <!1><A HREF="Viewport.html#DOC.2.140.7">x</A>, float <!1><A HREF="Viewport.html#DOC.2.140.8">y</A>, float <!1><A HREF="Vec4.html#DOC.2.137.15">z</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="end"></A>
<A NAME="DOC.2.41.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   void end()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_vertexArraySize"></A>
<A NAME="DOC.2.41.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _vertexArraySize</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_vertexArrayPtr"></A>
<A NAME="DOC.2.41.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A>* _vertexArrayPtr</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_modeCache"></A>
<A NAME="DOC.2.41.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>GLenum _modeCache</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_vertexCache"></A>
<A NAME="DOC.2.41.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>std::vector&lt;<!1><A HREF="Vec3.html">Vec3</A>&gt;  _vertexCache</B></TT>
<DL><DT><DD></DL><P></DL>

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